This project report describes in detail an attempt within a seven month time period to develop a realistic vehicle simulation application. A project such as this represents a significant learning commitment as the prerequisites of this project involved a great deal of research into the fields of vehicle dynamics, computing, mathematics and physics. The project has been name the “Vehicle Dynamics Engine” with the acronym ‘VDE’ and is executable in real-time on consumer level computer systems. Typical vehicle simulations of this nature may be found in software and computer entertainment applications. In the latter case however, the physics models are optimised for enjoyment and playability rather than for realism.

Marco Monster for making available an advanced introduction to car physics modelling for games on which most of the application’s physics is based. Kenneth J. MacLeod for the inspiration needed to undertake this project. Discreet for their 3D Studio max 3D modelling package used to create the 3D models. Adobe for their Photoshop 2D painting package used to create the 2D textures. Dr. Abhir Bhalerao for his valuable assistance in a supervisory role. The final acknowledgement I dedicate to family and friends.

Notations and Conventions Vectors are 3-Dimensional and are shown in bold. So for example the vector notation a = -b would translate to the following code snippet:

a.x = -b.x a.y = -b.y a.z = -b.z

Assumptions

The main assumptions made in this project report are that the car physics theory presented only applies for common modern-day four wheel cars and the rear wheels of these cars provide all the drive for the entire

vehicle. In other words, the theory behind the vehicle dynamics engine is based on common two wheel drive cars and not four wheel drive cars.

Units and Conversions

Mainly S.I. (meters, kilograms, Newton’s, etc) units will be used in this report. Below are some unit